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Godot XR update - February 2025

Mircosoft Game Dev

Setup Tool for XR Simulator The Meta XR Simulator is the counterpart of the Godot XR Editor as it allows developers to test XR applications directly on their computer (Windows or macOS), removing the need to constantly put the headset on and off, thus leading to faster iteration. See the XR Simulator documentation for more information!

Collision 102
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Simulation of this piece, for the time being, according to the algorithm of others, it is not difficult to copy. So I researched the code and prepared to port it to Cocos. Just pay attention to compatibility.

Build 98
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Open Source Simulation Expands with NVIDIA PhysX 5 Release

Nvidia

The latest version of the NVIDIA PhysX 5 SDK is now available under the same open source license terms as NVIDIA PhysX 4 to help expand simulation workflows and. It is a powerful simulation engine currently used by industry leaders for robotics, deep reinforcement learning, autonomous driving, factory automation, and visual effects.

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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

This approach allows players to experience the thrill of rally racing without the steep learning curve often associated with simulation-style games. Ultimately, we decided to create our custom physics engine, using NWH Wheel Collider as a base for collisions and writing every part of car physics from scratch.

Pixel 156
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How to properly use CharacterController in a 3d Physics world?

Cocos

If I just use the CharaterController + the Rigid body, collisions do not work. What would be the best way to use TPS CharacterController + real physics simulation world? Hello, I’m learning how to properly set a CharacterController script for a TPS character together with native physics, but I’m not having much success.

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Godot's ragdoll system

Mircosoft Game Dev

The rule is that you should remove all physical bones that are too small to make a difference in the simulation and all utility bones (like the MASTER bone in this case). One important thing to do in this case is to remove all physical bones and replace them by one or two bones to simulate the hand. Collision shape adjustment.

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How to properly use CharacterController in a 3d Physics world?

Cocos

If I just use the CharaterController + the Rigid body, collisions do not work. What would be the best way to use TPS CharacterController + real physics simulation world? Hello, I’m learning how to properly set a CharacterController script for a TPS character together with native physics, but I’m not having much success.